AH 3000-004 ART HISTORY OF VIDEOGAMES 1/11

AH 3000-004 ART HISTORY OF VIDEOGAMES (A CLASS IN FIVE ACTS)

Term: Fall Semester, 2011 Start/End Dates: August 22 – December 7; No class Sept 5 (Labor Day), Nov 24 (Thanksgiving) Day/Times: MW mornings, 10:50 AM – 12:05 PM Room Location: COB 216 Course Blog: http://criticalgamestudies.wordpress.com

Instructor: Devin Monnens Office Hours: MW, 9:30 AM-10:30 AM, 12:15 AM-3:00 PM or by appointment Email: [email protected]

Texts Needed: Other texts will be available online and are listed in the course schedule. Braid [; PC/Mac/Xbox/PS3 360 - $9.99] Half-Life 2 [Steam; PC $9.99]* Half-Life 2, Episode Two [Steam; PC $6.99]* *OR – You can buy both along with Portal in The Orange Box for $19.99 Another World 25th Anniversary Edition [Digital Download or CD; PC $9.99] The Path [Steam; PC $9.99]** The Graveyard [Steam; PC; Free/$4.99]** **OR - You can get the Tale of Tales bundle pack for $21.97. A Slow Year [Open Texture; PC/Mac; 27.83 after tax and shipping] Kairo [PC/Mac; $8]

Course Description: AH 3000-004 – Art History of Videogames is the survey and analysis of videogames as an art form. We will cover basic foundations of critical game studies such as ludology, narratology, and historical analysis. We will be interested in discovering where the art of games lies – is it in the visuals, the subject matter, the narrative, the gameplay? Or is it in the game as a whole? What is the essence of games, and what is needed for a game to qualify as art?

Course Objectives: To explore major topics behind games as art and their critical analysis as artistic and expressive works. We will better understand what makes the game an artistic medium and intersections between games and the traditional arts. You will produce critical papers that explore different aspects of games as art. As there is plenty of uncharted territory, we will be working together to create new discoveries and provide new intersections between games and art.

Evaluative Criteria: You will be graded on your ability to comprehend the subject matter as well as your reflective analysis of course material and games. Finally, part of your course evaluation is based on your class participation and responses to assigned readings.

About the Professor: I hold an MFA in Electronic Media Arts Design from the University of Denver. My game development experience includes game production at Sony Online Entertainment Denver and the independent development of socially conscious games, one of which is part of the international Values at Play Archive. I also am a board member of the IGDA Colorado Chapter. My interests also include Medieval Studies and Japanese. AH 3000-004 ART HISTORY OF VIDEOGAMES 2/11

GRADING SCALE Below are the elements of the grading scale to help calculate your scores. By the end of the semester, you should have 10 journals, 3 papers, and 1 final paper (as well as not missed more than 2 classes). Grading Procedures Gameplay Journals 30% Participation & Attendance 10% Art Game Analysis Papers 30% Final Paper 30%

Gameplay Journals: Each week, you will write a short (minimum 300 words) journal entry on a game we played for class discussion. Record your experiences you had playing this game as well as your interpretations of it. Don't go about rating the game; instead, think about the artist's intent, what it means, how effective the piece was, and why you chose it. Journals will be turned in at the beginning of class and are due by Wednesday.

Participation & Attendance: You are responsible for all required readings. Each class, bring in two questions for discussion and to be handed in after. Consider applying them to your papers.

Critical Game Papers: You will produce three critical game analysis papers using critical game studies methodology. These papers will be a minimum three pages long, but you can go over if you have something interesting to say. Remember that I want game criticism, NOT game reviews. You will be telling me something interesting about a game we played, NOT why I should buy it.

Final Paper: Your final paper is a further exploration of one or more categories we discussed during the semester. This paper will be a minimum 10 pages long. You will apply this critical theory towards one game or area of study of your choosing.

***You MUST include a works cited sheet with your papers. Your works cited sheet does NOT count towards your page length. ALL papers MUST be typed in 12-point Times New Roman, double-spaced, and numbered with 1” margins and 0 point paragraph spacing. Otherwise, points may be deducted.

The grading scale for papers is weighted as below: Grading Scale A+ = 100% A = 96% A- = 92% B+ = 88% B = 85% B- = 82% C+ = 88% (etc)

Required Readings: Readings required for this class are primarily electronic documents. Digital copies of printed matter will also be provided. Your 'readings' also include digital games. Play these games before class and comment on them during the class period. You won't have to beat all of these games, but you will have to play them. Inform me before class if you are having trouble getting a game to run! I can help.

A PC IS REQUIRED. There are several art games that can ONLY be played on the PC. AH 3000-004 ART HISTORY OF VIDEOGAMES 3/11

ACT I – INTRODUCTIONS AND FOUNDATIONS Week 1 – Introductions – Are Games Art? Aug 22 – Introductions Are Games Art?

Aug 24 – Background of Game Art Thomas, David. (2009). “Games are Not Art.” Crispy Gamer. http://www.crispygamer.com/features/2009-09-30/games-are-not-art.aspx Ebert, Roger. (2010). “Okay Kids, Play on My Lawn.” Sun Times. http://blogs.suntimes.com/ebert/2010/07/okay_kids_play_on_my_lawn.html

Week 2 – Art and Aesthetics Aug 29 – Game History Game On, The Unauthorized History of Video Games http://www.youtube.com/watch?v=9tOOhITaGNs – Part 1 http://www.youtube.com/watch?v=ncgEo_yTi1Y – Part 2 http://www.youtube.com/watch?v=NEMZ3X_wAO0 – Part 3 http://www.youtube.com/watch?v=Is02AkCuLx8 – Part 4 http://www.youtube.com/watch?v=7idfiqO8Ubw – Part 5 http://www.youtube.com/watch?v=n2IDq8dd6ss – Part 6 http://www.youtube.com/watch?v=n2IDq8dd6ss – Part 7 http://www.youtube.com/watch?v=9oSxscsP7Xg - Part 8 http://www.youtube.com/watch?v=waUk4Ydx8Es – Part 9

Aug 31 – Pixel Art & 3D Art Aesthetics Sheff, David. (1999). “I, Mario.” Game Over: Press Start to Continue. Wilton, CT: GamePress. NFGMan. 2004. “The Evolution of Mario.” NFG Games. 25.Nov.2008 http://nfggames.com/games/MarioSprites/ NFGMan. 2006. “A Castlevania Sprite History.” NFG Games. 25.Nov.2008 http://nfggames.com/games/CastlevaniaSprites/ Hayward, David. 14.Oct.2005. “Videogame Aesthetics: The Future!” Gamasutra. 25.Nov.2008 http://www.gamasutra.com/features/20051014/hayward_01.shtml

ACT II – ART GAMES AS CONCEPT Week 3 – Game as Symbol Sept 5 – LABOR DAY – NO CLASS AH 3000-004 ART HISTORY OF VIDEOGAMES 4/11

Sept 7 – Game as Symbol Pacman. (Namco, 1979). http://apps.facebook.com/pacmanoriginal/ Poole, Steven. (2000). “Signs of Life.” Trigger Happy. New York: Arcade Publishing. Murray, Janet. (1997). “Games as Symbolic Dramas.” Hamlet on the Holodeck. Cambridge, MA: MIT Press. The Marriage (PC, 2007). Rob Humble. http://www.rodvik.com/rodgames/marriage.html Play the game, then read the artist statement. Then play the game again. Humble, Rob. (2006). “Game Rules as Art.” The Escapist. 41. http://www.escapistmagazine.com/articles/view/issues/issue_41/247-Game-Rules-as-Art

Week 4 – Jason Rohrer Sept 12 – Passage Passage. (PC/Mac, 2007). Jason Rohrer. http://hcsoftware.sourceforge.net/passage/ Rohrer, Jason. (2007). “What I was Trying to do with Passage.” HCSoftware. http://hcsoftware.sourceforge.net/passage/statement.html Rohrer, Jason. (2008). “The Game Design of Art.” The Escapist. 155. http://www.escapistmagazine.com/articles/view/issues/issue_155/4987-The-Game-Design-of-Art

Sept 14 – The Creative Process Gravitation. (PC/Mac, 2008). Jason Rohrer. http://hcsoftware.sourceforge.net/gravitation/ Reid, Brian. (2008). “Playing Games with Balance.” The Washington Post. http://blog.washingtonpost.com/onbalance/2008/03/playing_games_with_balance.html Perfectionism. (PC, 2008). Jason Rohrer. http://downloads.escapistmagazine.com/designersnotebook/Perfectionism_v2.zip Rohrer, Jason. (2008). “Game Design Sketchbook: Perfectionism.” The Escapist. http://www.escapistmagazine.com/articles/view/columns/gamedesignsketchbook/3018-Game- Design-Sketchbook-Perfectionism

Week 5 – Deconstructions and Constructions Sept 19 – Cory Arcangel You will need an NES emulator. I recommend Nestopia (v 1.4.1). http://nestopia.sourceforge.net/ - PC and Mac Super Mario Clouds. (NES, 2009). Cory Arcangel. http://www.coryarcangel.com/things-i-made/supermarioclouds/ AH 3000-004 ART HISTORY OF VIDEOGAMES 5/11

I Shot Andy Warhol. (NES, 2002). Cory Arcangel. http://www.coryarcangel.com/things-i-made/ishotandywarhol/ F1 Racer Mod. (NES, 2004). Cory Arcangel. http://www.coryarcangel.com/things-i-made/f1racermod/ Arcangel, Cory. (2004). “Part II: Projects”; “Checking Tetris”; “Nintendo iPod”; “Laziness.” School of the Arts – Digital Media Center. Columbia University, New York. http://www.columbia.edu/itc/soa/dmc/cory_arcangel/

Sept 21 – Exploration Myst (Mac, 1993). Cyan: Broderbund. http://www.youtube.com/watch?v=e-8CFun3nEw - Chapter 1 http://www.youtube.com/watch?v=mvEa6fvn8Wo – Chapter 4, Part 1 http://www.youtube.com/watch?v=_LU3ZEIZpXQ – Chapter 4, Part 2

Kairo. (PC/Mac, 2011?). Richard Perrin. http://kairo.lockeddoorpuzzle.com/

Week 6 – Game Poems Sept 26 – A Slow Year A Slow Year. (Atari VCS, 2011). Ian Bogost. Read “Introduction” and “Part I – Game Poems” in A Slow Year – Game Poems.

Sept 28 – Today I Wish I Were the Moon I Wish I Were the Moon. (Flash, 2008). Daniel Benmergui. http://www.ludomancy.com/blog/2008/09/03/i-wish-i-were-the-moon/ Today I Die. (Flash, 2009). Daniel Benmergui. http://www.ludomancy.com/games/today.php? lang=en Tim W. (10 Dec. 2008). “Interview: Daniel Benmergui (I Wish I Were the Moon).” Indie Games. http://www.indiegames.com/2008/12/interview_daniel_benmergui_i_w.html Bogost, Ian. (2009). “Persuasive Games: The Proceduralist Style.” Gamasutra. http://www.gamasutra.com/view/feature/3909/persuasive_games_the_.php

ACT III – ART GAMES AS NARRATIVE Week 8 – Half-Life 2 Mods Oct 3 – Dear Esther Dear Esther. (Half-Life 2 mod, 2008). Dan Pinchbeck. http://www.moddb.com/mods/dear-esther/downloads/dear-esther-original-2009 AH 3000-004 ART HISTORY OF VIDEOGAMES 6/11

Cameron, Phil. (2009). “Interview: Moved by Mod – Dear Esther's Dan Pinchbeck.” Gamasutra. http://www.gamasutra.com/php-bin/news_index.php?story=24217 PAPER 1 DUE

October 5 – Radiator Radiator, Vol. 1 (Half-Life 2, Episode Two mod, 2009). Robert Yang, Radiator. http://www.radiator.debacle.us/01/ Yang, Robert. “A Quasi-Manifesto.” Radiator. http://www.radiator.debacle.us/manifesto/ Yang, Robert. “Interactive = Choice.” Radiator. http://www.blog.radiator.debacle.us/2009/12/interactive-choice.html

Week 9 – Tale of Tales Oct 10 – The Graveyard, The Path The Graveyard. (PC, 2008). Tale of Tales, Steam. Samyn, Michael, and Auriea Harvey. “Realtime Art Manifesto.” Tale of Tales. http://www.tale-of-tales.com/tales/RAM.html

Carless, Simon. “Road to the IGF: Tale of Tales' The Graveyard.” Indiegames. http://www.indiegames.com/blog/2009/01/road_to_the_igf_tale_of_tales.html The Path. (PC, 2009). Tale of Tales, Steam. Short, Emily. (2009). “Analysis: The Path and Story Pacing.” Gamasutra. http://www.gamasutra.com/php-bin/news_index.php?story=25768 Newheiser, Mark.(7 Sept. 2010). "Michaël Samyn, Auriea Harvey - Tale of Tales (Interview).” Adventure Classic Gaming. http://www.adventureclassicgaming.com/index.php/site/interviews/473/

Oct 12 – The Path, Continued The Path – Prologue (PC, 2009). Tale of Tales, Steam. Samyn, Michaël. (19 Mar. 2010). “Not a Manifesto.” Notgames. http://notgames.org/blog/2010/03/19/not-a-manifesto/

Week 10 – Super Columbine Massacre RPG! Oct 17 – SCMRPG Super Columbine Massacre RPG! (PC, 2005). Danny Ledonne. http://www.columbinegame.com/download.htm “Artist's Statement: A Meditation on Super Columbine Massacre RPG!.” Columbinegame. AH 3000-004 ART HISTORY OF VIDEOGAMES 7/11

http://www.columbinegame.com/statement.htm Costickyan, Greg. “Super Columbine Massacre.” Man!festo Games. http://www.manifestogames.com/supercolumbinemassacre

Oct 19 – SMRPG, Waco Resurrection Waco Resurrection. (Torque, 2003). C-Level, Eddo Stern. http://www.eddostern.com/waco_resurrection.html – Artist's Documentation http://wacoresurrection.com/ - Additional Documentation http://www.mwwilson.net/files/projects/waco/ - NBC Interview and “Book of Daniel” video. Suematsu, Dyske. (2003). “Understanding the Medium of the Video Game.” Rhizome. http://rhizome.org/discuss/view/10828

Week 7 – Experiments with Narrative

Oct 24 – Boundaries and Frames Every Day the Same Dream (Flash/PC/Mac, 2009). Molleindustria. http://www.molleindustria.org/everydaythesamedream/everydaythesamedream.html Alexander, Leigh. (2010). “Analysis: Every Day's Not The Same 'Art Game.'” Gamasutra. http://www.gamasutra.com/view/news/26714/Analysis_Every_Days_Not_The_Same_Art_Game.php The Stanley Parable (Half-Life 2 Mod/Source SDK Base, 2011). Davey Reden. Reden, Davey. (2011). “Author Commentary.” (Text document included with the mod). Hamilton, Kirk. (9 Aug. 2011). “The Stanley Parable Turns Video Game Storytelling On Its Head.” Kotaku. http://kotaku.com/5829254/the-stanley-parable-turns-video-game-storytelling-on-its-head

Oct 26 – Early Cinematic Games Karateka. (Apple II, 1984). Jordan Mechner. http://jordanmechner.com/karateka/ (Author's Statement) http://www.youtube.com/watch?v=GHNT7mR-8d0 (Video) Another World 15th Anniversary Edition (PC, 2006). Eric Chahi. http://www.gog.com/en/gamecard/another_world_15th_anniversary_edition ($9.99) Sorlie, Audun. "Another World." Hardcore Gaming 101. http://hardcoregaming101.net/anotherworld/anotherworld.htm AH 3000-004 ART HISTORY OF VIDEOGAMES 8/11

ACT IV – ART GAMES VS PRODUCTION Week 11 – Team Ico Oct 31 – Ico http://www.youtube.com/playlist?list=PL3E18D683835ACC69 – Ico Walkthrough Parts 1-6 (Intro), Part 14 (Narrative), Parts 46-51 (escaping the Castle), 57-62 (Ending) In-class playtest – Bridge Sequence [and/or videos] Mielke, James. (13 Oct. 2005). “Design by Subtraction.” 1UP. http://www.1up.com/features/design-by-subtraction

PAPER 2 DUE

Nov 2 – Shadow of the Colossus Rogers, Tim. 25.Oct.2005. “Shadow of the Colossus.” Insert Credit. 25.Nov.2008. http://web.archive.org/web/20090603081631/http://www.insertcredit.com/reviews/wanda/

Shadow of the Colossus (PlayStation 2, 2005). Team Ico, Sony Computer Entertainment. http://www.youtube.com/watch?v=1sS_rHO6Vjc – Intro Part 1 (5 min) http://www.youtube.com/watch?v=DG4Hn94VzrE – Intro Part 2 (8 min) http://www.youtube.com/watch?v=o47_1wbb5nU – 1st Colossus (8 min) http://www.youtube.com/watch?v=jfRE6ynIAj4 - 10th Colossus (10 min) http://www.youtube.com/watch?v=4RdCQUJzGQE – 14th Colossus Part 1 (7 min) http://www.youtube.com/watch?v=o9ZqRHnfoGs - 14th Colossus, Part 2 (10 min) http://www.youtube.com/watch?v=RcWmWiE3jjU - 16th Colossus, Part 1 (9 min) http://www.youtube.com/watch?v=obyKfsVti4w - 16th Colossus, Part 2 (9 min)

Week 12 – Braid Nov 7 - Braid Braid (PC/Mac, 2009). Jonathan Blow, Steam. Iroquois Pliskin. (2010). “Iroquois Pliskin on Braid.” From “Artgame Sessions.” GDC Lecture, 2010. http://www.gdcvault.com/play/1012249/Artgame Dahlen, Chris. (27 Aug. 2008). “Game Designer Jonathan Blow: What We All Missed About Braid.” The A.V. Club. http://www.avclub.com/articles/game-designer-jonathan-blow-what-we-all-missed-abo,8626/

Nov 9 – Braid Blow, Jonathan. (2008). “Conflicts in Game Design.” Lecture, Montreal International Game Summit. http://www.youtube.com/watch?v=mGTV8qLbBWE AH 3000-004 ART HISTORY OF VIDEOGAMES 9/11

Week 13 – USC and That Game Company Nov 14 – Flow and That Game Company Farmer, David. (2007). “'Flow' and Mihalyi Csikszentmihalyi.” Austega Pty. http://austega.com/education/articles/flow.htm Tale of Tales. (2008). “Tale of Tales Interviews Jenova Chen.” Tale of Tales. http://tale-of- tales.com/blog/interviews/interview-with-jenova-chen/ flOw. (Flash, PC, Mac, 2007). Jenova Chen. http://www.jenovachen.com/flowingames/flowing.htm

Nov 16 – Flower, In-Class Play Session Flower (PS3, 2008). That Game Company, Sony Santa Monica Studio. Trailer - http://www.youtube.com/watch?v=nJam5Auwj1E

ACT V – ART GAMES AS PERFORMANCE AND ACTIVISM Week 14 – Performance Nov 21 – The Fluxus Movement Zycherman, Lynda. “Is Fluxus Fluxing and/or Should it be Conserved?” [Handout] Andreson, Aaron. (5 Dec. 2008). “Allen Bukoff Interview.” Detroit Museum of Contemporary Art. Fluxus Portal for the Internet. http://www.fluxus.org/audiofile.html PAPER 3 DUE

Nov 23 – NO CLASS – THANKSGIVING BREAK Week 15 – Performance/Activism Nov 28 – In-Game Performance dead-in-iraq (2006-ongoing). Joseph Delappe. (Documentation) http://www.unr.edu/art/delappe/gaming/dead_in_iraq/dead_in_iraq%20jpegs.html Clarren, Rebecca. (2006). “Virtually Dead in Iraq.” Salon. http://www.salon.com/entertainment/feature/2006/09/16/americasarmy/index.html Velvet Strike. (2002). Anne-Marie Schleiner. http://www.opensorcery.net/velvet-strike/ Schleiner, Anne-Marie. “About.” Velvet Strike, Open-Sorcery. http://www.opensorcery.net/velvet-strike/about.html AH 3000-004 ART HISTORY OF VIDEOGAMES 10/11

Nov 30 – Antiwar Games Monnens, Devin. (2011). “War and Play: Insensitivity and Humanity in the Realm of Pushbutton Warfare.” Designing Games for Ethics: Models, Techniques, and Frameworks. ed. Karen Schrier and David Gibson. Hershey, NY: Information Science Reference. p. 83-97. [Handout] September 12th. (Flash, 2003). Newsgaming. http://www.newsgaming.com/games/index12.htm Madrid. (Flash, 2004). Newsgaming. http://www.newsgaming.com/games/madrid/ Kabul Kaboom! (Flash, 2001). Gonzalo Frasca. http://ludology.typepad.com/games/kabulkaboom.html Giant Tank. (Scratch, 2008). Devin Monnens. (Download and read artist's statement). http://www.deserthat.com/html/game_design/digital/giant_tank.html

Week 16 – Brenda Brathwaite Dec 5 – Train Brathwaite, Brenda. (2010) “Train (or How I Dumped Electricity and Learned to Love Design).” Lecture, Game Developers Conference http://www.gdcvault.com/play/1012259/Train-(or-How-I-Dumped Ferrari, Simon. (7 Aug. 2011). "Train: From Black Box to White Cube." Tabletop: Analog Game Design. ed. Greg Costickyan and Drew Davidson. ETC Press. http://www.etc.cmu.edu/etcpress/content/train-black-box-white-cube-simon-ferrari

Dec 7 – Summing it All Up Jason Rohrer video Skype chat Week 17 – Finals TBA AH 3000-004 ART HISTORY OF VIDEOGAMES 11/11

Course Policies University of Colorado-Colorado Springs Academic Honor Code: Students are to submit only their own work for evaluation, to acknowledge the work and conclusions of others, and to do nothing that would provide an unfair advantage in their academic efforts. See also http://www.uccs.edu/~dos/studentconduct/index.html

Students with Disabilities: Students with disabilities are to provide a letter of accommodation within the first two weeks of class. Please contact the Disability Services Office, Main Hall 105, 262-3354, [email protected]

Military Service: If you are a military student with the potential of being called to military service/training, please notify me and review the Military Students website: http://www.uccs.edu/~military/

Tolerance: All students in my class are expected to treat their fellow students and course subject matter with respect and tolerance, regardless of race, gender, ethnicity, or held beliefs. Our course material includes subject matter related to these topics, and you will treat it respectfully as befitting adults in an academic environment. If you are unable to meet any of these requirements, you will be asked to leave.

Attendance Policy: You are allowed to miss only ONE class, no questions asked. You will lose a half letter grade for each class missed beyond the first, unless an emergency occurs (death in the family, illness, etc.) and you provide proof of emergency. EXCEPTION: Prior knowledge of medical, religious, military, or major work conflicts pre-coordinated with me for the impacted session(s).

Tardies and early departures are also disruptive to the class. If you must arrive late or leave early for schedule conflicts, let me know before the class session or contact me before or after class in the first two weeks.

Students who miss class are responsible for all material covered in that session. Collect or copy the missed lecture from a fellow student.

Cell Phones and Electronic Devices: Please deactivate all cell phones and other electronic devices before and during class. If you require a cell phone for emergency purposes, please set it to vibrate only and see me before class. Laptops and other devices for note taking are exempt.

Late Assignments: Late assignments will lose one letter grade if turned in by the next class session. Assignments turned in after the next class session from when they were due will NOT be accepted, excepting emergencies stated in the Attendance Policy. You may not work on your assignments during class.

Neatness and Legibility of Assignments: All text must be type-written in the Art History Department's standardized format. Additionally, assignments must be legible, or they will not be accepted. I will not accept digital or handwritten assignments.

Changes to the Syllabus: This syllabus may change at the instructor's discretion at any time during the semester to better accommodate the class. Changes will be posted to the course blog, http://criticalgamestudies.wordpress.com